﻿// Copyright (c) 2021 Timothé Lapetite - nebukam@gmail.com
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

using Unity.Burst;

namespace Nebukam.ORCA
{
    /// <summary>
    /// Job-friendly Obstaclle infos.
    /// Wraps the necessary infos to manipulate the related obstacle within the simulation.
    /// </summary>
    [BurstCompile]
    public struct ObstacleInfos
    {
        public int index;
        public int start;
        public int length;
        public ORCALayer layerOccupation;
        public bool collisionEnabled;
        public bool edge;
        public float thickness;
        public float baseline;
        public float height;
    }
}
